2017年9月3日星期日

Dev Diary: New Gameplay Tweaks and Features in NBA 2K18

No matter how great graphics, modes and features a video game has, it will be emptiness if it is without great gameplay. On last Thursday, Mike Wang, the gameplay producer for NBA 2K, unleashed a dev diary of NBA 2K18.

As we have mentioned in the previous article, Brian Mazique had an opportunity to play some of the new game in early August, after reading through Wang’s blog, he meshed the concepts in the diary with his own hands-on experience with the game.

In order to break down the new information from Wang and to add some perspectives, Brian Mazique captured a variety of quotes and references and used them as jump-off points, hoping to shed some light on the game’s crucial aspect.

New Movement Engine



Movement has been a positive and negative for the NBA 2K. Compared with any other sports video game, NBA 2K’s animations flow more smoothly, but sometimes, it almost appears as though your players are on auto-pilot as they are held captive by a canned animation. In this year, movement is no longer driven by animations, the stick input and a player’s attributes are the sole components that drive how your character moves around the court.

This enable fans to control exactly how quickly a given player can accelerate, decelerate, cut, and turn, as well as his speeds for different states (walking, running, shuffling, sprinting, etc.) simply based on his attributes. The new motion engine takes this data and dynamically finds and stitches together the animations it needs, in real time, to animate the character. There will be nothing to be canned or pre-determined, everything is done on the fly.

During the 8 hours with NBA 2K18, Brian found that the controls for NBA 2K18 were as intuitive and less one-command-animation driven as they've ever been in the previous editions. He felt more in control of his player with the ball than ever before.
The new game allows gamers to create a faster or slower-paced experience, fans can customize acceleration and speed of the ball handler and off-ball players. Some moments like "the gamer felt out of control or his player was doing something he didn’t ask for," is going to be eliminated.

Shooting

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In last year’s game, shot aiming was introduced, and shot timing decides makes and misses in a great extent. But the side effects were that it became difficult for us to balance the “stick skill gap” between new users and pro gamers, as well as across the various archetypes. In many ways, it led to de-valuing player attributes, defensive impact, and all of the other factors that go into shot success. In NBA 2K18, shot aiming was removed, and there will be a new shot meter with feedback that shows your release timing and the coverage of your shot (Smothered, Heavily Contested, Lightly Contested, Open, Wide Open). Click for more: https://www.mmogah.com/news/nba-2k/dev-diary-new-gameplay-tweaks-and-features-in-nba-2k18 

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